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Ma ll skap ad av H e nr ik
BREATHING LIFE INTO WEBCOMICSPay Attention
Bachelor Degree Project inMedia Arts, Aesthetics and Narration
30 ECTSSpring term 2018
Pernilla Larsson
Supervisor: Lissa Holloway-AttawayExaminer: Lars Vipsjö
Abstract This work explored the potential issues concerning attention when adding animation to a
webcomic. The aim of the research has been to quantify reader reactions to a comic with
animated elements to investigate potential gain or loss from the new format. The research
question is formulated with regards to the specific issues of attention and distraction that
movement poses on a reader’s ability to focus on the narrative content. A prototype comic tested
the guidelines discovered in the background with regards to how animation should work in
comics. The results shows that with the guidelines participation reaction becomes more
predictable. The prototype was tested on a small group of participants, and the results show that
while animations do distract they do not necessarily negatively impact reader experience. The
conclusion is that animation within comics has the potential to further the media expression and
that is worthy of further study.
Key Words: Animation, Webcomics, Attention
Table of Contents 1. Introduction………………………………………………………………………………………………. 1
2. Background………………………………………………………………………………………………. 2
2.1 Comics on the Web……………………………………………………………………………………………….… 2
2.1.1 Comics: media or medium?.......................................................................................... 2
2.1.2 What is a webcomic?.................................................................................................... 3
2.1.3 Enhanced Webcomics and Animation.........................................................................4
2.2 Creative Guidelines............................................................................................................... 5
2.2.1 How to Animate Comics...............................................................................................5
2.2.2 Flow and Attention...................................................................................................... 6
2.2.3 Clarity vs Intensity....................................................................................................... 7
3. Problem……………………………………………………………………………………………………. 9
3.1 Method................................................................................................................................. 10
4. Implementation……………………………………………………………………………………….. 13
4.1 Narrative Setup.................................................................................................................... 13
4.2 Sketching..............................................................................................................................15
4.3 Transferring to Digital and Polish.......................................................................................17
4.4 Animating............................................................................................................................20
4.5 Pilot Study........................................................................................................................... 23
5. Evaluation………………………………………………………………………………………………. 24
5.1 Result................................................................................................................................... 24
5.1.1 The study.....................................................................................................................24
5.1.2 Answers.......................................................................................................................25
5.2 Analysis................................................................................................................................ 31
5.3 Conclusions and Tendencies...............................................................................................36
6. Concluding Remarks……………………………………………………………………………….. 38
6.1 Summary............................................................................................................................. 38
6.2 Discussion........................................................................................................................... 38
6.2.1 Purpose....................................................................................................................... 39
6.2.2 Animation.................................................................................................................. 40
6.3 Future work......................................................................................................................... 41
References…………………………………………………………………………………………………..44
1. Introduction Webcomics have been seen as the natural next step in the art form of traditional comics. With
this move toward the online medium, comics have seen a new revolution in terms of how they
can be created and distributed. Shedding the restraints of the printed format comic authors have
been exploring the new medium with surprising results. Webcomics using animations face some
tangible issues ranging from production costs to reader interest. This study explores the
potential effects animations might have on reader participation, and it poses the question of
whether animations are detrimental to the comic as a form of distraction, or beneficial to create
participation for readers.
My research focuses on the creation of an animated comic and testing to see how readers
quantify their experience as they are reading. The aim is to explore the boundaries of where an
animation becomes too distracting for readers, creating more effort in production than is worth
to engage readers interests.
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2. Background
2.1 Comics on the Web
2.1.1 Comics: media or medium?
The move from print to web for comics was seen as inevitable. In the book Convergence Culture
Henry Jenkin (2008) discusses how old analogue media finds a new life in the digital space. One
such media is comics. Comic-books are still largely made in the printed form. However comics
have also embraced the open source and easy distribution available online. This shift comes with
many benefits to the comic-media. In his Master’s thesis Enhanced Webcomics: An Analysis of
the Merging of Comics and New Media (2015) Josip Batinić, describes some of the potential
changes, adaptations, and evolutions now readily available to the comic-art.
“...webcomics can move beyond print and exploit the features of the new medium; HTML mark-up language, for example, can change how an image is displayed if hovered over with the mouse, and sound effects can be embedded within the code of the webcomic and played in the background.” (Batinic, 2015)
To begin explaining what a webcomic is there is an important difference between comic-book
and comic that needs to be addressed first. There is a common belief that these two are the
same. That Comics and Comic-book is interchangeable, and to a reader this might be the case.
However to study cultural expressions Jenkins (2008) point out the difference between a media
and a medium. A medium is defined as format via which the media is presented, such as in
print, or radio and television forums. Jenkins then gives these different medium the collective
name bearing technologies. Certain forms of media could not have existed without new
technology creating new formats. However once created, and as technology advances, media can
move from one bearing tech to another should they meet requirements to do so. In other words,
Comics refer to the media, the form of expression of images and text. Comic-book refers to the
old bearing technology of print. As such Comics can be seen to have moved onto another bearing
technology, the internet.
Similarly in the article Print Is Flat, Code Is Deep, Katherine Hayles (2004) raises the
importance of why media specific analysis has become so important after the internet
revolution. With her own take on the convergence of media onto a digital platform, Hayles puts
emphasis on the importance of acknowledging the medium with which a media is presented.
Hayles specifically talks about Electronic Hypertext as a digital extension of the literary format.
Presenting a comparative view of the print and the hypertext, Hayles suggest that online media
require the consideration of its platform when analysed.
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2.1.2 What is a webcomic?
In a thesis Josip Batinić (2015) acknowledges the philosophical debate on what a comic is. What
it is that defines it as one thing separate from others types of media. While they discuss this
debate and variations of definitions, they end up not trying to define comics in any new terms.
Batinić rely on an adaptation of Esterno Priego’s definition, and presents his understanding of
what comics are as follows:
“...the medium, at the highest hierarchical level (°1), can be represented in various forms (°2), which in their turn can take on different formats (°3). The medium is an all-encompassing term, while the 10 form refers to the structural organisation of its essential qualities, and the format is concerned with the materiality in which it is presented (concretely).” (Batinić 2015)
This definition also makes the distinction between form and format, and it will suffice for this
study. As for webcomics a concise definition can be found in What’s up with Webcomics? Visual
and Technological Advances in Comics (2009) by Maria Walters. Walters understands the term
Webcomic as “originally published online”. Walters makes that a point when mentioning that
comics that were print primarily, such as daily news paper strips, and then later uploaded to an
online archive, do not count toward webcomics. However also states that a webcomic is
primarily made from stationary art and text. Suggesting that those comics featuring interactivity
or motion walk the borders of what comics are.
There have been many more voices attempting to create a definition for webcomics, some of
which are explored in the thesis Rethinking Webcomics: webcomics as a screen based medium
(2013), by Dennis Kogel, who also poses the question of what a webcomic is. He reviews some of
the early philosophical definitions of webcomics. Kogel describes some of these definitions as
too ideologically angled. There are definitions, such as Fenty et al., drawing similarities between
Webcomics and the 1960’s underground Comix movement.
Comics that are made first for the web, made by an independent creator, who may be working with others, but who all have no originally print version and no corporate sponsorship [and are] unfettered by the rule of syndication and sponsorship. (Fenty et al. 2004 see Kogel 2013)
Kogel questions what, in a definition of a media form, sponsorship or publishers have to do with
making that definition. Kogel argues that while Fenty et al. and those like them have a point
about censorship, it should not colour the definition of what a webcomic is. His meaning is that
whether there is or is not sponsorships or publishers behind a comic, a comic made for and
posted mainly through the internet is still a webcomic.
On the point of what a webcomic is, Kogel (2013), Walters (2009) and Batinić (2015) agree. A
comic is a webcomic when it is made first for the online space.
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2.1.3 Enhanced Webcomics and Animation
Batinić (2015) makes it clear that they perceive a difference in Webcomics, and the subcategory
of Enhanced Webcomics. Enhanced Webcomics refers to the extended use of the medium, that
is a comic created with the bearing technology in mind. These comics can include page
formatting that is uniquely different from print; the use of many frames potentially infinitely, as
well as the incorporation of sounds and moving images, or even to some degree, forms of
interactivity.
As both Batinić (2015) and Walter (2009) expressed, these definition of webcomics comes with a
set of borders. Borders that become important when trying to characterize where the medium
begins and ends. As with any media open for experimentation Batinić explains there comes a
point “where [the comic] becomes another media entirely, dressed up as comics” (Batinić
2015). To explain their point further he cites Scott McCloud’s Reinventing Comics (2000):
“If partial sound and motion can help create an Immersive experience - won’t full
sound and motion do the job more effectively?” (McCloud, 2000)
This focuses on whether or not an enhancement of a comic may be taken too far. Instead of
making a comic with additional expressions, it might become a weaker form of the media it
imitates. Batinić mainly applies this theory to animation (motion pictures), and interactivity
(video games), as these two forms of enhancement are considered borderline at best.
Looking closer at animation, or moving image, as a form of enhancement Batinić(2015) notes
that there is still some room for careful additions of moving pictures within comics.
Figure 1: Motion Comics are one of the examples of where a comic is no longer the media but
rather the dressing on top of moving picture. DC Comics, Watchmen: Motion Comic (2008).
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In McCloud’s first book, Understanding Comics (1993), the idea of pictures as information
begins to form the divide between comic and moving picture. Pictures require no particular skill
for viewing, if they are clearly presented and contextualized. On the other hand, according to
McCloud, text requires the skill of language, of reading, and some amounts of attention and
focus to understand. Thus McCloud argues that moving pictures are a form of passive
information, while comics is a form of information requiring active participation.
McCloud’s critique means that if authors apply motion instead of sequential art, and replace the
text with sound, they are no longer making a comic but rather a moving picture or film, with the
dressing of comics as Batinić (2015) phrased it.
However Batinić did also claim there are acceptable forms of animation. His interpretation of
acceptable animations begins by the common practice of .gif animation. The GIF, Batinić claim,
is a reasonable restraint as it contains the animation to a few frames. It makes it short,
lightweight, and is readable through most online platforms. Batinić poses that these types of
animations work well because they follow the rule of perceived/received information. That
means these short Gif’s “do not necessarily feed new information to the reader”.
Figure 2: Pixelated Moose Running. Example of such a Gif animation. Link to animation loop
see Appendix C.
2.2 Creative Guidelines
2.2.1 How to Animate Comics
Thus Batinić (2015) makes an argument for acceptable animation when it comes to Enhanced
Webcomics. An animation cannot be longer than a few frames, intended to enhance a frame
rather than change it. It should contribute to the meaning of the frame without adding
information.
One of the examples used is a page from Thunderpaw (Lee, 2015) where a character has fallen
down a hole. The animation added to the frame of falling is meant to enhance the feeling both
the depth of the hole, and that time is progressing as the character falls. The animation is
contained inside a regular comic panel. It is no longer then that specific, suspended, moment of
falling; with no starting point and no landing.
The graphical interchange format, otherwise known as GIF, is an image file format commonly
used online to make short animated frames and images. The format uses a lossless compression
that does not reduce the quality of an image. However the format has a maximum capacity of
256-colours, meaning that there is a point where the sequence of images becomes too heavy to
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process (Christensson, 2016). The Gif-format provides natural restrictions for artists to consider
the weight of their animation when uploaded. A long loading time is a non-negotiable disruptor
that can break readers out of the comic (McCloud 2006:32).
In the same vein as Batinić, Gossman, et al. in their article Bringing research articles to life with
Animated Figures (2016) discuss the use of animated figures to effectivize research papers
through use of animation.
“An animated figure is a short autonomous and continuously looping video that enhances what would
otherwise be a static figure or set of figures.” (Grossman et al., 2016)
In the article Grossman et al. discuss the potential use of so called Animated Figures to enhance
research articles. They claim that in some cases using an animation is much better than a longer
text or a sequences of images as these means usually get very long or complex to prevent issues
of clarity. The benefits of animated figures as seen by the article include, but are not limited to:
- Demonstrating an action.
- Showing subtle differences by contrasting overlay.
- Depicting a process.
There are also some cautions to be observed when using animated figures according to
Grossman et al. such as minimizing distractions (2016). With this the authors refer to looping
the animation so that it is as clean and seamless as possible. If a seamless loop is not possible, or
the intended animation is perceived as too distracting, there should be a playback option. That is
to say, there should be an option in which the user can start or stop the animation, instead of
having it always running. Lastly there should always be a still alternative, should the article be
printed or made use of in another format that cannot display the animation.
2.2.2 Flow and Attention
Flow, and Attention, is a shared concept. The choice of Flow is what Scott McCloud refers to
when discussing how to arrange each frame of the comic. Flow is the manner in which the artist
present the story in a flowing manner, so that the readers can, nearly seamlessly, move from
frame to frame and absorb the information in the correct sequence.
“Between panels, your choice of flow will rely on the unwritten contract between artists
and readers which states that panels are read left-to-right first, then up-to-down. And
that that within each panel, the same principles will apply to captions and Word
balloons [in western culture].” (McCloud, 2006, p.32)
When applied to webcomics this definition becomes a little more flexible. As McCloud notes it is
mostly Western culture that follows this trend of left-to-right. Online however where multiple
sources mix it becomes much more at the choice of the artist. This is partly due to culture and
partly due to the layout of the comic should it deviate from standard. As long as the material is
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consistent within the comic the general rules apply. Whether it is left or right as an origin, the
flow should follow the same rules throughout.
In its essence Flow is how the artist relates to the audience attention. The intention is to guide
the reader's eyes between frames without causing any confusion. To that end flow also becomes
a matter of distractions. This is to frame the comic and place it in such a way as to minimize
distractions. McCloud (2006:35) points out a few pages after that there is no reliable way to
force a reader to look at things, however with experience an artist can start to predict what will
catch or deflect attention.
Attention can also be found in cognitive science. Wherein attention is described as a passive
process the brain does routinely; to a degree far beyond regular perception. Attention is a form
of competition, and selection based on that competition (Smith & Kosslyn, 2009). The
competition takes place between all of the human senses and takes into consideration the most
basic instincts and biases when performing the selection of attention.
What a person chooses to pay attention to can be more or less predictable. As McCloud suggests
it is possible for several intense frames that break the flow or muddle the guiding direction,
which in turn can have a negative impact on the reader’s attention. Similarly the break of
continuity can also cause issues with attention. Continuity refers in this case to following the
direction of flow. A break of continuity could be as mentioned above, when an artist makes a
sudden change in the thematic flow, for example suddenly shifting to right-to-left in the middle
of a left-to-right narrative.
With that in mind McCloud (2006:36) has a point when he suggest that webcomics become
inherently more distracting. As there are many more inputs suddenly competing for attention.
Where the reader has to actively read the comic while steering the computer. Including page
layout, how to reach the next page whether through scrolling or buttons. If there then also are
enhancements to the comic this might add another layer of difficulty or confusion.
However Smith & Kosslyn (2009:139-143) suggest that distracting elements that are low effort
and repetitive become a kind of attentive background; hitting the next button, or scrolling down
a consecutive page layout, is much like flipping the page of a comic book. Once the reader is
comfortable with navigation it hardly breaks attention at all. It is still recommendable to keep
these distracting elements at a low amount, ensuring that the effort required to keep reading
should be as low as possible.
2.2.3 Clarity vs Intensity
There is an unspoken balance in the art of comics, each comic panel and each page must
consider the choices of Clarity vs. Intensity. While these two are in a constant balance, they are
not necessarily in opposition. But rather it is a matter of perspectives that often counteract each
other in creative expression. Both concepts speak to the visual representation of a comic.
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Clarity is the idea that images speak the best when action is clear and uncluttered. Clarity is
made up out of five kinds of choices (McCloud, 2006:37), choice of moment, frame, image,
word and flow. These choices are supposed to help the artist portray their message. McCloud
uses the drawing of a man walking along and finding a key (McCloud, 2006:20). Six frames of a
figure in the centre of each frame, walking, spotting something on the ground, picking it up and
letting the reader see that it is a key. Each frame chosen to most clearly define each action. In the
interest of clarity none of these frames have any background more than necessary. There is the
suggestion of a surface the character walks on, that they key is found on, through minor shadow
under the feet and object. There is an infinite white background as neither light, setting, nor
weather play part in telling that story. Clarity at its peak is the message an author wishes to
portray without adornments.
Intensity on the other hand is not the direct opposite of clarity. Intensity is a vague term of
making the frame interesting. It is a form of creative visual representation of the information
and is made up of a plethora of choices beyond simple message.
“...use [intensity] to refer to those visual techniques which add Contrast, Dynamism,
Graphic Excitement or a sense of Urgency to a panel.” (McCloud, 2006, p.45)
If clarity, or message, is that a man is walking, then Intensity would be how that frame is drawn.
What angle do we see it from? How fast is he moving? This could be the consideration of a single
frame or all of the pages together.
Clarity and Intensity thus can work together while simultaneously having to come to a balance.
McCloud represents these two ideas as sitting on each side of a seesaw. One goes up if the other
goes down, and vice versa. And that tipping one scale too far in either direction can cause more
harm than help.
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3. Problem Webcomics is a growing medium where, without the previous limitations of print, authors and
creators are testing the vast unexplored space of the online format. The digital format has given
rise to many experimental pieces where authors might add some extra flare to their comic. By
means of endless pages, hyperlinks, or even sound and moving image (Batinić 2015).
Out of all of these new additions that the digital medium offers, the focus for this research is on
moving images. The premise of the thesis is to look more closely at aspects of incorporating
animation into comics to test whether this will enhance the comic in strategic ways. Or, on the
contrary, my study will investigate if there are some noticeable drawbacks to the inclusion of
animation. Ultimately this is a study of time management vs. potential gain within production
and for readers. Even in their slightest form animations are an additional level of work on top of
that already presented by making a comic. To that end it is important to understand what effect
animations might have on a comic from the perspective of an audience in order to determine the
added value, or potential loss.
The purpose of testing is to demonstrate whether the audience not only appreciate the extra
effort, but also maintain an interest in the subject matter and content of the comic. There is a
possibility that adding animation could have a negative influence on the reading flow and cause
a conflict of attention (Smith & Kosslyn, 2009).
The aim of the research was to devise a test in which these effects of animations could be
measured and ask the reader directly how they feel the animations influenced the task of
reading. However “animation” is as broad and ill defined term, therefore there are obvious
examples of how animations that will absolutely cause distractions. As such the artefact used
controlled animations, keywords being short, looping, and colourless. The purpose of this was to
remain respectful of the borders of the media of comics.
The research question was posed as follows:
How might animated figures affect the readability of a webcomic? How might they interfere with the reader’s understanding of the narrative content?
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3.1 Method To answer the questions the test required a comic with animated figures. Here such figures are
understood as a chosen panel within the comic page, animated with few frames depicting an
action or movement, playing back on continuous loop. It was later put together into a judgement
based survey, as it seemed the likeliest to give desired results in a timely manner. Interviews
were considered, however the study required a large quantity of answers and I found that an
interview would only give the same answers in a slower format.
The comic
The first part of the process relied heavily on Scott McCloud’s book Making Comics(2006),
paying special attention to his definitions for Clarity, Intensity and Flow. Animations were made
second hand, however as both McCloud and Batinić (2015) made clear, creating the comic with
animations in mind was important. Incorporating the animations as stills made for an effective
mode of finishing the product on time.
To begin the comic McCloud suggested creating a simple narrative (2006:8,11). For this study I
used a previously created narrative, with already defined characters to minimize the time before
getting started. Further I chose a segment of that story and adapted it to work on its own. The
concept is simple:
Following a group of people as they break into a dark place where they shouldn’t be.
They dig around for loot, get caught, and then make an explosive escape.
Once the narrative had been decided, McCloud suggested to start with making the comic based
in clarity. Communicating the essence of the story first. After that one can start to add intensity
to further the emotions portrayed.
If intensity is such a subjective matter, and the point of clarity is to portray the story as clearly as
possible through chosen imagery (McCloud 2006:52), then adding animation onto that can be
seen as either clarity or intensity. Depending on the placing and type of animation (Grossman et
al., 2016). This is helpful when creating sequences for a comic, as Grossman suggested; being
able to shorten down descriptive movements into a single frame with animation saves a great
deal of space.
The comic was made through digital means, and in this case a school licensed version of the
program Photoshop CS. A series of pages were made with standard print layout, and upload to
Google Form. The key to choosing forum for the comic was that the layout was easy to use
(McCloud 2006:36-37), giving the reader no trouble in moving from one page to the next. No
scrolling, no swiping left or right, neither hyperlinks or other extended features was used.
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The survey
The test centered around the impact animation has on attention. Because of the expected
participation was quite low a comparative study was less viable. Instead the choice of Judgement
based (Smith & Kosslyn, 2009:27) quantitative study (Østbye & Larsson, 2008) was feasible.
This means there is one version of the comic, in which all animations are included as if it would
have been released online. The survey was spliced into the comic, serving to create minimal
pause for the reader. After reading a page the reader was asked to rate their own perception of
how easy the page was to read before being allowed to move on to the next page.
The intention was that if the comic had been longer animations could have been made to slowly
increase level of distraction as the comic went along, and add small stops for the reader where
they could answer a few questions about the animations so far. However since the format
became shorter these questions were left toward the end when participants had already read all
pages.
Judgement based quantitative surveys offer participants questions with scales of rating. The
advantages of these kinds of studies, as Smith and Kosslyn (2009) suggest is that it makes
“subjective reactions easy to quantify”. However there are some drawbacks in that participants
might have issues understanding the scale, or that they give no continuous access to the data
they are evaluating (Smith & Kosslyn, 2009:27). How to counter these issues depends on the
length of the comic and questions chosen. In the shorter format one question directly under the
page worked. The option to move backward in the survey to review the pages again was given to
ensure the participants could look again if they felt the need to.
However since the research question asks for a kind of user experience, there was some use in
qualitative answers as well. It became more relevant when considering the validity of the
judgement based questions (Østbye & Larsson, 2008). A judgement based question has to be
framed so as to quantify subjectivity, such a question does not always encompass for the
participant answering the question in an intended way. For example if the survey uses
judgement based questions asking the participant to rank how well they liked a page on a scale
of one to five, from not at all to very much, the end result leaves us asking too many questions
such as why did they prefer one page over another? Because of this I chose to add a few
qualitative questions to confirm the judgement based questions and ground them in arguments
from the participant.
The method of upload and hosting best suited was Google Forms(2006). The Comic could be
uploaded onto a single page at the time. The form structure comes ready with back and forth
buttons of their own, and there are ways of limiting a participants access to the whole comic if it
had been necessary. The online form and the style of Google Form also allowed participants to
be aware that a survey with questions was coming, as well as a measurement of how much there
is left.
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As for participants I was first and foremost interested in people who use the internet. To mimic
the conditions of an actual webcomic, which is easily accessible to anyone with internet, I also
wanted a broad pool of participants. In large parts personal information is also not required to
answer the research questions; for example there is no need to include a question of gender of
the participants as it is assumed to be more of an interesting fact rather than useful data. The
study focuses on the potential audience reaction, regardless of who they are. The additional
questions might bring up interesting aspects of readership that could lead to further study,
though should not be required at this time.
The question of age group and internet habits could have provided interesting data. While there
is some relevance to ensuring that participants are at least confident in their internet usage so
that they don’t face major issues regarding reading the comic, the whole point of distractions
was that anyone should be able to read it. As such I left participant information to a minimum,
as Smith & Kosslyn (2009:139-143) suggest that there are ways to ensure the ease of use would
be of minimal interference for everyone.
Out of ethical reasons the survey did not track personal information or ask anything that could
directly identify a person either. Each participant was kept track of by the order in which they
answered. They were each assigned a number as their submissioned were accepted.
Standard ethical practice also includes the possibility of terminating the test at any point. Which
comes easy with Google Forms, as it is as simple as quitting the survey, terminating the window
before submitting the answer. This too should be easily understood so long as users have basic
grasp of internet usage, however mentioning this possibility in the introduction to the survey is
advised. Similarly this test and any test based on this study using animations need to include a
warning ahead of time that the survey will contain animated elements. This goes for any
sensitive material the study might contain, ensuring that the participants are aware of the
extents of the survey is key. A participant must be aware of what the study is so as to be able to
make an informed decision agreeing to participate.
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4. Implementation The work presented in this chapter has been sectioned up in stages based on the major steps of
creation. All digital images and animations were created through Photoshop CS.
4.1 Narrative Setup Before beginning work on the comic I expanded upon the written narrative as it felt important to
know where I was headed and leave as little room for experimental mistakes. Based on the
synopsis of the narrative the story was then expanded upon in three stages.
Following a group of people as they break into a dark place where they shouldn’t be. They dig
around for loot, get caught, and then make an explosive escape.
The synopsis, and the longer narrative, was adapted from a previously existing script I had,
made into a shorter and independent format. At this stage in the project I thought it best to
ensure that the story itself take as little time as possible, as the comic is where the artefact
becomes relevant. From here on the synopsis was expanded upon incrementantally through
creating an Abstract Breakdown, then choosing Key Frames, and lastly writing a Detailed
Script. These three steps that I will expand upon below were made so that the iterations would
build the story from an abstract overview down to the details of each scene.
The Abstract Breakdown phase was where the story was broken down into scenes based on
their purpose. Such as setting the scene, the purpose of which is to get the reader familiar with
the place the story will be placed in. The narrative was written in the form of a list, so as to get all
the elements that make it a coherent story in place. It followed a basic format of setting the
scene, introductions, naming the plot, adding an antagonizing element, and finally characters
making their escape.
This process was based on McCloud’s theories of the choice of moment (McCloud 2006:11-18).
In the sense that the intention of the abstraction was to give the story an easy overview based on
its most integral parts. Much like McCloud’s description of a man walking along and finding a
key, I adapted a similar mindset to view the scenes in the story. In the Abstract Breakdown
emphasis is put on having a working story that builds from one step to the other, and why they
are necessary. A scene had to be described in 2-5 words. As exemplified in figure 3 below, this
step is the very basics of a scene with little to no ornamentation. It helped give a clear picture of
the story in its entirety.
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Figure 3: Example of the Abstract breakdown of scenes.
Key Frames is similar to abstract but with the addition of looking closer at character
interactions. The point of key frames was to find one or two moments that perfectly describe the
Abstract Breakdown based on the characters instead. A scene described as search carefully in
the Abstract, might in the key frames have been written as Jeff and Will nose around the hall.
This step specifies character action by name, making it more possible to imagine the scene.
At this step there is still little to no detail concerning where they are or what is going on around
the characters. With no description of the setting unless the scenery is vital to the telling of the
moment. Such as Figure 4 below, where Rust kicks a table that then proceeds to crash out a
window.
Figure 4: Example of the Key Frames.
Contrary to these first two steps, the Detailed Script is much longer and resembles the script of a
novel. This step is to understand the mood, set the stage and capture the thought processes of
the characters to such a degree as to where it can be depicted accurately. What the detailed
script also does is ease some of the process that McCloud describes in the later choices of clarity,
specifically the choice of frame, choice of image, and choice of words (McCloud 2006:10). The
detailed script handles parts of the conversations, and depicts the emotions of the characters, so
that later when working on the comic the choices have been given a direction to follow.
Figure 5: Excerpt from the detailed script.
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Throughout his book McCloud mentions that there are plenty of ways to work with a narrative,
that there are alternative routes to making a comic, that not all have to be based in a script.
However early on I decided that having a finished script detailing a coherent story would be
important, as it would give the best testing ground for the research question. The reasoning
being that if there is nothing to be distracted from, how can you tell if a reader has been
distracted? The longer format gives the reader something to do, something to focus on and
remember from page to page. Giving the reader a goal, to read the comic and understand it from
start to finish, which in turn gives me something to attempt to draw their attention away from. A
shorter formats aim for one joke per page it does not have that continued attention.
A pre-written story also comes with the benefit of controlling the length of the narrative, and
ensures that a writer of any experience will have a more coherent end result. Rather than that of
trying your way forward and experimenting with narrative.
4.2 Sketching Thumbnailing each frame
Once there was a firm narrative the project turned toward the sketching phase. Thumbnails
were used to quickly get a rough draft of all frames and pages needed to tell the story outlined in
the previous step. Thumbnails in this case meaning tiny sketches no larger than a thumbnail.
This was done on paper with a pencil, for the simplicity of use. Banning all use of other pens or
erasers because the sketches had to be quick and easily accessible. Reducing the amount of
control of the medium ensured a focus on quickness rather than detail.
Figure 6: Frame depicting Jeff calling a clear on the area. Message is key, details are not.
During the thumbnail stage frames could be quickly made, evaluated, and changed or discarded
as needed. This method was useful in that it was highly experimental without much loss or time
being wasted on each frame. While at the same time giving a great overview of the growing story.
15
Figure 7: Thumbnails of consecutive frames displaying the selection process. Crossed or
scratched frames were not included in the final product.
At first the thumbnails depicted frames that would later be used as panels. Since there was no
plan for the page layout at this stage frames were developed freely based on the narrative rather
than structure. The work went smoothly because of the previous narrative step, where I could
work with one paragraph of detailed text at the time, look at what the abstract purpose of the
paragraph was, and create frames in accordance with what they had to depict.
When all frames were done it formed a graphical overview similar to the detailed script. With
this overview it was also possible to regulate the tempo of the comic. As a novice in comic
making the original thought was to give a lot of time, in fact several pages, to setting the scene.
To show the readers as much of the background and setting as possible, so that the readers
would be familiarized. These first pages were also intended to be entirely silent, aside from
background noise and sound effects. During the thumbnail stage it was easy to see how long and
useless such a setup would have become. There was nothing to read. Adding animation to such
empty frames would have served as a bonus rather than a distraction.
The pages were instead reduced to a couple of key panels that still set the scene but were useful.
Additionally taking the scrapped material and making it a narration instead gave the pages
something more to focus on.
Figure 8: Frame depicting Roy ducking as the table flies over head. Sound effects were also
tested in some frames to work out spacing and angle of frames. While other notation might refer
to a movement the character is meant to display.
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Thumbnailing each Page
Once I had a full visual script instead, I used the same technique to sketch out whole pages.
Focus now lay on having a functional layout in images. The work was mostly figuring out how
many frames from the previous step could be fitted onto one page in a way that would not cram
the page with information. Thumbnailing was also important to give a more complete sense of
the flow of the page as well as planning where each animated element could be placed. The
animations were intended to increase in intensity throughout the pages, so it was important to
know where an animation was placed and on what page it would appear. Example of this would
be the pulsing lights of page 1. It was decided that there would be a glowing light source placed
at the end of the page, to keep the expected distraction to its absolute minimum.
Figure 9: Page thumbnails of pages 2 and 3.
When all frames had been assigned to a page the end result was that the comic would have been
21 pages long. As a precaution I made three pages where I could potentially cut the comic off
sooner. In the case of development time running out I could use one of these breaking points
and still have enough of a story for the readers to get invested in.
4.3 Transferring to Digital and Polish For this stage it was a simple task of transferring the layout into a digital format. First in the
form of reconstructing each page layout with rough blocks of solid colour. Here the focus was on
how large proportion of each page any frame would cover. Since the thumbnails had focused on
speed, there was a bit of a rearranging between analogue and digital. Where some frames were
wider or taller than possible.
Figure 10: Example of thumbnail and digital sketch of page 3.
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Once that was done each panel was sketched in full in a separate document. The essence of these
sketches were to get the feeling of the panel from the thumbnail into a larger format that could
then be fitted into the blocked out page. At some times where the background was less
important it would be given little to no definition, while in frames where the background was
most important it was plotted out in full.
However after sketching the panels for page 1, which was mostly heavily rendered scenery, the
process was taking too long. In these panels the sketch attempted to convey the frame perfectly,
not just the perspective and all the clutter in it such as broken tables or wall ornaments, but also
the scrap, the dust, the mold, the derelict state of the room. The time it took to complete the
sketch for these panels was not acceptable; one frame took nearly four hours to render. After
this realization each frame that would contain scenery was heavily reduced to its essential
elements, if elements were recurring they would be directly copied from the previous image.
Dust and dirt would be suggested rather than fully detailed.
At one point where a frame was intending to view a wall covered in splattered blood, text was
hastily scribbled across it instead as a reminder to add a mess in the lining and polish.
Effectively this change reduced the workload from 8 hours or more per page, to three pages in
the same time.
Figure 11: Sketch example of page 1 (detailed) vs. page 6 (essentials).
With so much time having gone into the first few pages focus had shifted at this point toward the
first emergency exit in the comic. That I sketch, polish and animate the first seven pages to
completion before moving on to complete any other. This choice was made because I figured
there was better to have something finished and testable before attempting to push for more.
Moving on to polish instead each sketch was fitted to their panels and then lined. This whole
stage was simple and moved along smoothly. After the first two pages had been so heavily
detailed the others were kept to the bare essentials, once again to limit the time it would take to
finish.
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Figure 12: Example of page 1 vs. page 6, sketch to lined level of detail.
Pages were intended to be polished in steps depending on time, working from the sketch to
finished picture with colour and animation. Working in steps like this was a good choice it
turned out as time constraints eliminated the option of colours almost entirely. I did use a basic
grey gradient to give a sense of the darkness in some scenes.
On the subject of shadows I used the gradient overlay first to simply be time effective, and it
would look more coherent than any attempts at drawing outlines for the light being cast around.
Linework would have resulted in a much muddier frame every time it was used, and because I
had to implement animations later I wanted to keep the frames as clean as possible. Aiming for
clarity in image I stripped away cluttering shadows when they were not necessary.
Figure 13: Page 5, panel 2, arrows point toward the interchanging use of gradient or cross
hatching depending on the size of area to depict shadows with less clutter.
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Secondarily I considered the choice of cross hatching for shadows entirely instead. Because I
had to animate some of these panels minimizing the amount of lines was a concern. However, I
also did not want to spend too much time shading with gradients either, it would be harder
keeping an even distribution on the shading as I had already noticed from the first two pages.
Figure 14: Using only one layer of gradient shadow and then cross hatching for depth on page
4, panel 7.
I did end up doing cross-hatching because of how easy it is to manipulate, a few lines suggest
enough shadow to give depth to the picture, while on the same time being easily contained to
small portions of a frame. Because of how this technique uses space it looks entirely plausible for
some frames to have shading and other frames to have none at all.
4.4 Animating With the comic done it was time to animate. To give the research question the best chance I
decided to go with incremental increase of animation. It would start small and well placed to try
and give the best possible chance of not being disruptive of the readers flow. After which each
consecutive animation would become larger or more frequent in some manner. However due to
time constraints and the emergency exit being used some changes were made to the placement
of the animations. Certain animations were therefore less well planned, however to keep
consistency I did not animate more than one panel a page, as that would be excessive.
Since all pages and all panels had gone through the same process of deliberation in the
thumbnailing stage there were reserve plans for animation that had previously been scrapped,
those could now be used instead. This removed the element of incrementally making animations
more distracting and instead created a mix of animations.
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Each animation was created in Photoshop CS in a separate file for each page. This due in part to
maintain light, easy to access and easy to work with files. But also because of the way Photoshop
handles animation. Most of the pages were made using the frame by frame option. It is quick
and easy and gives a perfect detail control over what changes between frames. Most of the
animations were from the start intended to be two or three key frames long.
There were differences however, as with Page 3, where the use of the timeline animation was
much more suitable. As many layers had to move at the same time, the movements were
intended to be more subtle, it was simply more manageable to work based on time rather than
frames.
Figure 15: Page 6 animated with the frame by frame vs. page 3 animated with the timeline.
During the process I developed a list of attributes that could be given each animation to ensure
that the animated elements were varied from page to page. So that later during testing I could
track if there were certain attributes that seemed to cause more distraction than other. The list
has the potential to be longer, however the ones listed are the ones that became relevant to the
project.
Figure 16: Attributes list
Batinić (2015) said in their study that there were two non negotiable attributes to ensure these
animations would not take over the media, those attributed were Short and Looping. Based on
what Grossman et al. (2016) theorized on minimizing distraction and seamless looping I also
added Continuous. Continuous refer to the speed of pause between the loop, continuous is the
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one end of the scale where the pause is negligible or perfectly looping with no pause. As the
pause between loops is increased the animation becomes Blinking, and increasing it even
further the animation is now Pulsing.
Additionally based on Grossman et al. I added whether the animation is Describing Movement
or is Atmospheric. These two are, as used in this project at least, on opposite sides. An
animation Describing Movement is in accordance with Grossman et al. (2016) “demonstrating
an action” where instead of using consecutive frames to describe a character doing an action, it
is made into a an animated sequence. While Atmospheric describes animations that are
background elements meant to heighten the mood or describe details in the surroundings.
The last addition to the attributes is Directional. Which simply refers to whether an animation
offers direction for the reader. Whether the animation is moving within its panel from one side
to another, which needs special care as these could either follow or break flow.
Figure 17: Example of animation page 3 based on its attributes.
With these attributes in mind I had greater control of the variation and could increase the
animations intensity as need be.
Figure 18: Made to distract, a still frame of each animation, in the order of least to most
distracting.
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So that in the end product I had created animations with the intention of blending in as control
animations, featured on the left in figure 18, and gradually increasing their intended distraction
level as they approach the right side. Animation 1, the pulsing light, is according to its attributes
the one animation that should cause the least distraction. It is slow, evenly paced, minimal and
covers barely any space on the page. While at the other end are the two animations that are
deliberately made to be attention seeking. They contain different attributes on purpose to see
that opposing animations can be equally terrible. However to compensate for the difference in
movement the door is much larger than the waving arms which places it firmly at the end.
4.5 Pilot Study A pilot study was performed to test the artefact, 5 participants answered. The survey first
presented the comic along with one judgement based question per page where participants were
asked to rate their perceived readability of the page. At the end there were a few follow up
questions.
A good result from this pilot was that some of the participants picked up on issues within the
comic itself. Such as the font being irregular in spacing, and period marks that were floating
above the line, or where speech bubbles were animated when they should not.
However with the test the addition of the optional question “Other thoughts?” made it clear that
this question in particular was necessary. Most of the pilot participants used the optional
question to add on to their reply on previous, writing about why they found certain animations
to be more distracting than others. In one case a participant even discussed with themselves as
to why an animation was distracting but still functional to them within the comic narrative.
After studying the results both in summary and individually it appeared that the data collected
did begin to answer the research questions posed. I had the chance to speak to the participants
after the survey and found that most of their answers then were broadly the same as in the
survey, sometimes with a deeper explanation. I also found that given the data I wanted,
elaborate answers such as would be gotten from interviews were not necessary when
participants clearly showed they could restrain themselves to the form of the survey and still
give the same answer.
A potential addition based on the pilot would have been to add the optional questions to each
page where a participant first rates the page and then might comment on why they thought a
page was easy or difficult to read. However with careful consideration to survey length and
participation stamina, as there are seven pages to read and every question asked in between
actively pulls the participants attention away from the comic, I decided not to do so.
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5. Evaluation For the use in the final study the Google Form survey from the pilot was refined. To view the
entire survey please refer to Appendix A. Refer to Appendix B to read the complete list of results.
A total of 23 participants answered the survey before the time of concluding the test.
5.1 Result
5.1.1 The study
The first page of the survey introduced the participants to the form of the study. Participants
were told what the study was measuring, that it was anonymous, and that each page of the comic
would be presented with one question on readability as well as a few follow up questions. It also
informed readers that there would be animated content and that they should ensure their device
of choice could display .GIF appropriately.
On the front page there was also one question asking participants whether they had seen or read
the comic at a previous occasion. This was a small precaution since some of those who
participated in the pilot study, or attended the presentation, had expressed interest in reading
the comic again at a later chance.
Following this were the comic pages, in order of 1 through 7, each page asked participants to rate
their experience on a scale of Very Easy to Read, through Very Difficult to Read.
Figure 19: Full range of options of question 2.
On the final part of the survey participants were asked three more questions. Firstly the
question, “What did you just read?”, to evaluate reader participation in the narrative. The
answer was restricted to 250 words, as the point was to have the participants try to recall it
briefly, as an overview, rather than explain every page.
Next was the question, “What are your thoughts on the animations in this comic?”, to try and
gauge the participants impressions and reflections on the few animated elements. This question
had more space for participants to answer freely with, 500+ words allowed. The question allows
for a participant to expand on their thoughts if they should feel the need to.
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However as with the pilot study every participant will also interpret the question differently.
Therefore the follow up question was, “Which animation was…”, sectioned into three attributes
Favourite, Least Favourite, and Most distracting/made you linger, and asked that participants
pick one page that fit the best. These questions were intended to see which one page participants
liked or disliked, and compare that to their previous general thoughts on the animations.
Lastly the participants were given an optional question of, “Other?”, where they were asked to
give thoughts if they felt there were more things they wanted to say but had not been given the
space previously to do so. It was proven useful in the pilot study, and left optional for those that
might feel they had nothing to add.
Demographic
The survey was released on a student subforum of Högskolan i Skövde shared among the
students of the Computer Game Development program. These students have a leaning toward
the online medium, and there should be an abundance of participants with an interest in
animation. The program is divided into graphics, programming, design, music & sound
technicians and game writers, the wide variety of expertise would be helpful to collect a variety
of answers. These participants stand for the bulk of participants.
To ensure that there were some outside responses the survey was also personally handed out to
a handful of people with no prior knowledge of or investment in the thesis. The only
requirement was internet access, and a willingness to answer questions after reading the comic.
These participants stand for ca. 4-5 of the total amount, and the results are expected to
contribute a public reader view of the comic.
The expected demographic range is somewhere between 18-25, due to the controlled manner of
the surveys release. Answers received were mainly in English, however among the students
answers in Swedish were allowed. Refer to appendix B to read all answers.
5.1.2 Answers
Question 1: Have you read or seen this comic previously?
None of the recorded participants had read or seen the comic prior to the survey.
Question 2: Rate the readability of the current page (7 parts).
The answers are presented in a table 1 below, page by page. Each section of the table starts with
page number and the consensus of the participants. Included are also short descriptions of the
layout, and animation of current page being evaluated.
The overall result is that all pages were varying degrees of Easy to read.
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Tabel 1: The table depicts the survey answers in the order of page, a description of the page,
and the participation distribution. Highlights depict the weighting of the majority.
Page 1: Easy
Comment: The animation on this page was a small, slowly pulsing light in the final panel of the page.
The layout was fairly standard with a somewhat larger amount of text.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
6 11 2 2 2 - - 23
Page 2: Easy
Comment: The animation on this page was a pulsing door, the frame was approximately one third of
the page, the animation covered a considerable part of the panel. The layout was very
simple with little amount of text.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
6 12 4 1 - - - 23
Page 3: Easy
Comment: The animation on this page is a subtle shift of light rays and particles floating in the air.
The frame covers approximately one third of the page. The layout is fairly simple with with
little amount of text.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
8 9 1 5 - - - 23
Page 4: Somewhat Easier
Comment: The animation on this page was glints of metal in the same frame, located on the centre left
side of the page.. The tip of the crossbow bolt glints, while the other glint moves from the
top of the helmet down to the back. The page layout is fairly standard, with a larger amount
of text.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
4 7 8 2 1 1 - 23
Page 5: Easy
Comment: The animation of this page was an unevenly flickering light, including subtle sparks coming
out of the device. The layout is approximately one half and two quarters page, where the
animation is located in the center of the page.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
5 8 5 4 1 - - 23
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Page 6: Easy
Comment: The animation is relatively small, a character is waving their arms and calling for attention
located on the right end of the first row. The layout is simple and approximately in thirds
with the second and third panel merged into one. The page starts word heavy though in
total is only moderately worded.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
4 9 7 3 - - - 23
Page 7: Somewhat Easier
Comment: The animation is a static vibration of two identical images overlain on top of each other
moving independently. It has a continuous movement that takes hardly any space, though
the entire frame is approximately one third of the page. The layout of the page is simple
thirds: a third of the height per row, and a third of the width for one column of reaction
frames on the left side. The page contains a larger amount of words spread out across the
panels.
Very easy Easy Somewhat Easy Somewhat
Difficult
Difficult Very
Difficult
Don’t know Total
4 6 10 3 - - - 23
Question 3: What did you just read?
This is a control question. The purpose is to confirm the answers of the previous pages on
whether the comic was easy to read and follow along with the narrative. Varying degrees of
detail in the recount are expected due to individual experiences, however most participants
could answer adequately.
The types of responses can be categorized as: a Summary of events, High Concept of the story,
and Technical Detail in which the participant nearly recites the comic page by page. These
participants pass the control if they show enough detail or specific enough detail that they must
have read and comprehend the situation in the comic.
Table 2: Examples of participant answers of each category of detail. Typo’s have been
corrected, refer to Appendix B for original answer.
Summary “Mutated animals from a post-apocalyptic world discovers "ancient" human city”
Participant #1
High Concept “Critters loot a research lab”
Participant #3
Technical
Detail
“A squid-like creature ventures alongside three feline companions into a long forgotten
subterranean city built by higher beings to search for treasure. They find worrying signs of
battle but the cat-creatures decide to conduct further [investigation].”
Participant #5
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There were a few answers that were either too vague, had the required detail but presented in a
manner of question, or otherwise specified issues with comprehension. This means that each of
the selected participants will need closer study of their individual answers before moving on.
Table 3: The 6 answers that are considered too vague, or describe issues in their own
comprehension. Typo’s have been corrected, refer to Appendix B for original answer.
Participant Comment
#2 “Apparently humanity is dead since long ago. These [creatures] are searching for things made
from those days when humans still were a thing. “
#12 “looks like the start of an exploration of a very old ..ancient? human? place something bad must
have happened and [they’re] trying to find neat things to [scavenge] i guess maybe technology
of sorts..”
#13 “Animals in a post-human-apocalyptic setting exploring. I'm gonna be honest though I was so
focused on analyzing the font placement I didn't retain the story as well as I could have, and
that's probably not the fault of the comic.”
#15 “Treasure hunt with talking animals”
#17 “A tiny mystery! :D”
#18 “That humans messed up the world”
#21 “A group of anthropomorphic animals investigating a new place.”
Question 4: What are your thoughts on the Animations?
The purpose of this question was to catch the reaction participants had toward the animations.
The expected result was that participants would mention anything they found deviating, such as
if they felt that the animations were distracting.
First the comments were divided into whether the participant had a positive or negative view on
the addition of animations in the comic. There was a small number of participants that gave no
sense of their stance, as well as one mixed result.
Table 4: Broad evaluation of
reaction toward animation.
Table 5: Comparative frequency of
a thought among all participants.
Positive 17 Distracting 10/23
Mixed 1 Quality 7/23
Negative 1 Emphasis 8/23
Ambiguous 4 Unnecessary 5/23
Total 23
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Table 5 attempt to quantify the frequency of a thought that participants shared since not all
participants used the exact same words to mean the same thing. Distracting refers to whether a
comment expressed difficulty focusing on the text or that they were attracted to look at the
animation instead. Quality measures those participant that comment on the quality of the
animations, or the overall quality of the comic. Emphasis refer to comments that the animation
added to the narrative expression in some manner. While Unnecessary refers to any comment
that suggest the animations did not contribute to the narrative expression.
An example of how the table works would be the entries of participant #17, and #20, who both
comment on the perceived element of distraction:
“[...]To maybe have some longer pauses between the movements would make sure that the eyes didn't constantly
flicker to the movements instead of the speechbubbles?[...]” - #17
“[...] P6: Got very distracted and had a hard time to read the text on previous picture. [...]” - #20
For all answer refer to Appendix B.
Question 5: Which animation… favourite/least favourite/most distracting?
The participants were given Figure 19 below depicting each panel with animation in it so that
they could easily recall what page they were thinking of. The image contains still frames of each
animation to ensure easy, and quick viewing.
Figure 20: The animation page index used in the survey for question 5.
Each question was part of the same table and gave participants the option to choose one out of
any of the pages, or none at all. The majority of participants favourite was the second page
animation, with a shared second of the pages 3 and 5. Only one participant had no favourite.
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In the question of least favourite the majority chose an animation, though the range of dislike
was wide. Meanwhile many opted out of that choice entirely.
The animation deemed most diverting of attention was page 2, and second option was page 5.
Once again a number of participants chose not to answer this question though the majority
could choose.
Figure 21: Table of results on each subcategory of question 5, divided and coloured by page.
Optional Question: Fill in if you would like to add something.
The addition of this question was already discussed in the pilot test, and was essentially a second
chance for participants to talk freely about the comic, the animations, and any other thoughts
they might have had now that they had completed the survey. Similar to the pilot participants
discussed certain animation or added an expansion to their thoughts from previous questions.
Out of twenty three participants eight chose to use this space.
Table 6: All the answers to the optional question.
Participant Comment
#1 “Subtle animations like nr 3 felt too forced and at first i didn't notice it was animated, so it was very
out of place. The animations should have a purpose to convey emotions or things that drastically
moves.”
#2 “The door exploding animation was very good, but it does make your attention go there instead of
reading the story. It takes up too much attention. And since it repeats itself, the ongoing animation, it
makes it hard to not focus on that.”
#11 “i hope this comic continues, wanna know how it ends”
#13 “I'm not sure I noticed all the animations, but the lines through the 'sniff' bubbles on page 3 made
them very difficult to read even not noticing anything was animated there. Bigger issues for me were
the inconsistency of the font sizes, the perfectly oval speech bubbles that left so much unused white
space making the word alignment feel sporadic and distracting, and the font used being just a bit less
crisply legible than it could have been.”
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#17 “I also really loved page 2!”
#18 “Text was very small near page 5/6 and hard to read due to it”
#19 “Just in general the comic was AMAZING. I'd definitely read more”
#21 “Page 2 was a perfect example of the animation adding a lot to the page. It brought out the feeling and
made it stronger. Page 4 was pretty useless. I found the shine animation more distracting than
anything else. It made it difficult to focus on the words. Page 6 was simply a somewhat bad
animation. The speedlines around the arms were too long and weren't consistent with the movement
which gave the strange illusion that the character had bat wings.”
5.2 Analysis On Comprehension
The control question helped highlight readers who might have had issues with the narrative for
one or other reason. Most participants could manage enough level of detail that shows they
understood the narrative. Some of the key words when reviewing the answers were; research
lab, bunker, post-apocalypse, team or squad, treasure/loot/technology, scenes of violence.
Because of this participants who vaguely stated: “critters loot a research lab” show enough
comprehension of detail, the specifics of research- or medical-lab was never in text but in the
details of the pictures.
Meanwhile participants who vaguely said: “Treasure hunt with talking animals” is much less
conclusive. Treasure hunt is mentioned already on the first page, the one that most participants
agree is the easiest of all to read, and talking animals is the main feature of the pages regardless
of what they are saying. The answer shows little to no detail or understanding of the narrative,
no mentions of bunker, research lab, or even the clues toward the end.
To that end none of the answers are explicitly wrong, however something like that of “a tiny
mystery! :D”, to quote participant #17, while correct is equally devoid of detail. The only
certainty we have from this answer is that participant #17 is positive toward the comic, and that
they could sense that the story had not come to a close.
Animation = Distracting = Harder to read?
The initial suggestion of the data given is that the animations in this comic do not severely
impact the reading comprehension. As the majority of participants continued to agree that most
of the pages were easy to read.
While comparing the results of readability to the different attributes of each animation,
mentioned in Chapter 4.4 Animating, participants confirm that the majority still read the page
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with ease. However they begin to show tendencies toward certain attributes within the
animations increasing the difficulty of focusing on the page.
Table 7: Attribute distribution based on page. Page number indicates the animations in which
the attribute is present. The scores per page is the results from the survey: Very easy, Easier,
Somewhat Easier, Somewhat Difficult, Difficult, Very Difficult. At the bottom is the average of
each score.
Page
#
Readability
V.E E S.E S.D D V.D
3 8 9 1 5 0 0
4 4 7 8 2 1 1
Av 6 8 4.5 3.5 0.5 0.5
Page
#
Readability
V.E E S.E S.D D V.D
2 6 12 4 1 0 0
6 4 9 7 3 0 0
7 4 6 10 3 0 0
Av 4.66 9 3 2.33 0 0
Page
#
Readability
V.E E S.E S.D D V.D
1 6 11 2 2 2 0
3 8 9 1 5 0 0
5 5 8 5 4 1 0
Av 6.33 9.33 2.66 3.66 1 0
Page
#
Readability
V.E E S.E S.D D V.D
1 6 11 2 2 2 0
2 6 12 4 1 0 0
4 4 7 8 2 1 1
5 5 8 5 4 1 0
Av 5.25 9.5 4.75 2.25 1 0.25
32
Page
#
Readability
V.E E S.E S.D D V.D
3 8 9 1 5 0 0
5 5 8 5 4 1 0
6 4 9 7 3 0 0
7 4 6 10 3 0 0
Av 5.25 8 5.75 3.75 0.25 0
Most of the animations have a very small curve where it begins high, often grows a little higher
and then quickly dips. However certain attributes show a tendency for a longer taper on the
curve. In the case of Directional the curve is fairly steady as it declines, showing the expected
tendency that directional animations cause issues with attention.
Meanwhile Blinking - Pulsing have a long taper, these are also among the more difficult to read.
While pulsing (page 1-2) has a steady spread of participants who found it more difficult, the
blinking (page 4-5) have a slower decline on the curve.
Continuous is a steadily difficult attribute, however in the individual page results it becomes
clear that continuous is very dependent on which other attribute it is paired with, and also how
“continued movement” is considered. In this survey continuous was meant to oppose blinking
and pulsing, that the animation did not have a clear end or start. In the case of page 5 it
overlapped with blinking, and shows that this is among the worse attributes to combined.
Particularly interesting is the attribute Atmospheric, although the difference is small and the
tendency could be negligible, it is the only attribute which has a value on the Difficult side of the
scale higher than one of the values on the Easy side, creating a valley in the curve.
On the subject of Question 4
The overall reaction to this animated comic was heavily leaning toward the positive. It is an
interesting statistic to find how many participant expressed positivity at the same time as they
called the animations distracting. Especially in the case page 2, the booming door, where
multiple people said both that it was the most distracting yet took a very positive stance to it.
As for necessity and the comments that brought it up, most participants agreed that animations
were useful so long as they contributed to the narrative. Whether the thought was expressed
positively or not the clear idea is that they should serve a function. In cases like page 2, the
divide in participants expressing that while it was distracting it was effectful show that readers
are willing to overlook it, if it fits the narrative. Comparatively is page 4, the animation passed
the participants as “bland”. Page 4 was not distracting or annoying enough to qualify among the
33
worst, however still managed to repeatedly show up in comments that it specifically was
“unnecessary”.
It is also worth mentioning page 3, the dancing lights. It was among the most difficult to
interpret for the participants. The answers suggest that it was a misinterpretation that made it
more distracting. Because participants could not figure out its intended purpose or what it was
depicting they saw it as pointless and “flashy”.
Lastly there were a number of particularly interesting comments that refer to specific theories
mentioned in the background.
Table 8: A number of unique answers to question 4. Typo’s have been corrected, and Swedish
comment have been translated, refer to Appendix B for original answer.
Participant Comment
#4 “[They were distracting, however after I got used to them they were at least pretty.]” *
#6 “Very interested way of "modernizing" the comics. However, they might be a little distracting
when trying to focus on the current text being read. That being said, they were very cool!”
#8 “Mostly [unnecessary] and a little bit [jarring] against comic-[convention]. Some [were] just
adding a little extra "this looks more fancy" feel, but not much more. Some I would say pretty
confidently would have worked better with more traditional comic-tricks than animation, like
for example page 4 and 6, where the animation mostly where more distracting rather than
something that added anything of real value.”
#13 “The animations are a great touch, generally pretty subtle or otherwise unintrusive while
adding an extra air of life and making use of the webcomic medium in a way that sets it apart
from traditional comics, without making it so reliant on the animations that a printed version
would be implausible.”
#20 “P1: [Subtle], [can’t] really remember the animation.
P2: Easy to understand but made it hard to focus on the other sections.
P3: Soothing, though i got distracted since i could not understand what the nose was at first.
P4: Nothing in particular.
P5: Felt nice.
P6: Got very distracted and had a hard time to read the text on previous picture.
P7: Was ok, though i saw that before reading anything else so lost the context before I saw it.”
* Answer(s) that have been translated from Swedish.
Participants 6, 8, and 13 all refer back to similar ideas as those of Chapter 2.1 Comics and the
Web. Participants 6 and 13 mention modernizing the comic-medium with a positive attitude, the
two participants seem to see a potential with the online form. Their claim is that while there are
still some flaws it is an interesting new format that the media can investigate. Participant 13 also
specifically mentions how the comic was not so reliant on the animations that it could not have
worked without them, which they thought was good.
34
It is therefore interesting to also have participant 8 take the opposing view, in the negative sense
saying that animation is not worthwhile for comics and that it was mostly an attempt at making
the comic more flashy than actually contributing to the medium.
Participant 4 left a comment that sounds very much like the theories of Smith & Kosslyn
(2009:139-143), in that the more a reader becomes used to animations the less noticeable or
distracting they will become.
Participant 20 gave a detailed and separate answer for each animation and page. Commenting
like this makes it easier to understand their thought process and makes it clear that not all
animations were equally distracting. It shows that some animations were considered more
acceptable, while others might have been more impactful while still contributing a lot of
distraction. This comment also highlights a flaw in the survey, as the participant felt it prudent
to create a structure of their own in which to answer this with.
Intended vs. Perceived
In chapter 4.4 Animating, the animations were listed on a spectrum of “intended least to most
distracting” based on the theories presented in the background as well as attributes discovered
in the animations.
Comparing this intended spectrum to the answers on the question of “most distracting”, as well
as taking into account the answers in other questions, the scale comparison looks more like this.
Figure 22: Animations lined up in order of intended, below is the order of participants most
distracting.
The result is taken from question 5 for the base value, and then adding the evaluation of specific
mention in comments which shifts the weighting of preference.
35
This part of the study was intended to test the theories in the background, specifically that of
2.2.1 How to Animate Comics. Comparing the intended line with the results it seems to confirm
that the guidelines “to predict level of distraction” works. Though with some small deviation in
expected contra perceived. A noticeable difference is page 6, where the expectation was always
among the worst, however it ends up in the middle range only due to comments that single it
out. The results becomes vague beyond the extremes, which indicate another flaw within the
survey.
5.3 Conclusions and Tendencies Tendencies shown by the survey is that as readers are willing to give animated comics a try.
While this study is far too short to make any conclusions with regards to longevity of the format,
participants show a mostly positive attitude toward the concept.
The conclusion of the data as found in twenty three participants is that animations did not in a
significant way harm the reader comprehension of the comic. Participants could display an
adequate response to the competition of attention within the comic and focus on the narrative
despite the best attempts of the animations. Participants showed that they could adapt to the
animations given the time to do so, and the frequency of their appearance, enough so that they
could ignore the movement long enough to continue reading.
A certain conclusion is that the theories appear to be able to predict the reception of animations.
Whether it be based on attribute or where it is placed and what it depicts, the results concur with
the theories. There are tendencies among the perception of the animations that certain
attributes will cause more distraction than others, and that certain combination of attributes are
more so than others. Some of those tendencies worked as expected, while leaving some room for
other new and interesting perspective of the attributes.
Another conclusion is that the survey and artefact have flaws that need reviewing. The artefact
needs more care when formatting text, choice of font, and size or shape of speech bubbles as a
number of participants pointed these out specifically. Including an early test phase where the
comic is presented without animations could have helped root out these issues. As the intended
control answers should have been that every page was “Very Easy” or “Easy” to read. The
intention was always that animations were supposed to cause the drop in difficulty, not the text.
The answers also shows flaws within the survey with regards to the question of favourite and
most distracting. The option of none paired with some of the answers in other questions shows
that a much better question would have been a grading scale, where participants would have had
to put each animation on two scales instead. Most to least liked, as well as most to least
distracting. These answers would have, in the end result, been more conclusive than the ones
received here.
Though the answers are in no way conclusive, in part because of the sample size, and in part
because of flaws within the artefact that might have caused pollution of answers, the
36
participants do give an interesting view of the technical aspects of animated webcomics. Which
suggest that there are indeed favourable ways of avoiding distraction and still use animated
elements. While at the same time participants show that a little distraction can also be exactly
what that page needs for narrative emphasis.
37
6. Concluding Remarks
6.1 Summary This paper aimed to examine the potential benefits or issues with including animated elements
in a webcomic. To explore whether there is some benefit to the narrative expression, contra the
potential loss of reader attention as they struggle with the new element of distraction. To answer
the research questions a short comic was created where certain panels were animated. Before
official testing began there was a smaller pilot test to prove that adequate results could be got
from the artefact. The pilot test was made as a survey, and showed that the questions would
indeed return desired results without the need for a longer interview.
In the official survey twenty three participants answered, the majority of which were students at
the university, and a handful of participants outside of the university with no prior knowledge of
the test. The participants were first tasked to read each page and subsequently rate the
readability as they moved along, after which they were given a few follow up questions where
they were asked to specify their thoughts on the animations.
After a presentation and analysis of the results the conclusion is that in the comic made for this
paper participants were not significantly affected by the inclusion of animation. Though at least
half did specify that they felt distracted to some degree. There are tendencies within the result
that show certain attributes of animation become more of a problem than others. As well as the
surprising result that most distracting does not always mean worst.
The result in the end is that there is need for more study on the subject. The paper concludes
that the guidelines of what is considered acceptable animation for the comic media works, and
that they can be used to somewhat accurately predict what attributes or which animation will
become distracting to a reader.
6.2 Discussion What the results of this paper bring to the discussion is perhaps not world changing for the
media of comics. It was never intended to take a stance on whether animation belongs in comics
or not. But rather because there is a debate and creators out there go ahead and experiment
regardless, the study aims to bring a more informed way of adapting the use of animation.
What the study has managed to show so far is that the subject of animations within comics and
what they contribute to the medium is not a given positive or negative. There are aspects on both
sides to consider, both in reader appreciation and reader engagement. With the addition of
movement an author can not avoid the subject of distraction and attention, however they will
have to consider the Intentional vs. the Unintentional aspects of it. This paper also begins to
provide linguistic tools to discuss animation within comics, as they are different from how we
think about animation with regards to moving picture. And I believe this shows that with the
38
right consideration, the proper precautions and execution, a comic author could use animation
while staying true to the comic medium and create something new.
6.2.1 Purpose
Are animations a worthwhile investment for comic book authors? For those who work with the
web as their main source of distribution it is an alternative. But the question of whether it
should be, or what kind of long term effects it might have are as of yet undefined. This study
cannot stand for any comments on the potential longevity of animation in comics, but it can
bring some answers that might help individual authors decide for themselves whether they want
to experiment with the format or not.
Starting with the subject of purpose, the survey brought up the question on whether animation
actually has any place within comics. A few participants could agree that the animations should
have some form of purpose, whether it be emphasis or clarity. While there was some speculation
to the opposite that animation have nothing to do with comics at all, similar to that of McCloud
(2000), in that the animations did not and could not bring anything to the comic that the comic
could not have done better in a more traditional manner.
Considering the format of comics, and the rules that Batinic (2015) outlined with regards to the
comic media and how animations could be added while remaining respectful of the line, it is
easy to take the side of opposition. It is easy to say that animation contributes nothing, that if
the comic could be expressed without the animation then what was the point of adding any? The
author of a comic would also have to consider the use of animation in conflict with their mode of
distribution. Many still choose to make a printed copy of their webcomic, if animated comics
would like to do the same it would have to do so in a way where the animation could be
removed, which further questions why they would be added from the start.
“A medium’s content may shift, its audience may change, and its social status may rise or fall, but once a medium establishes itself as satisfying some core human demand, it continues to function within the larger system of communication options.” (Henry Jenkins, 2008)
What I would like to argue is that limiting the option of experimenting by saying that it does not
belong in the media does not contribute to the debate. It is exactly what Henry Jenkins (2008)
says about the convergence of media, it is unpredictable as of yet because it is still happening.
Because of how new the subject is we do not yet fully know whether animation has a place in
comics or not, we cannot say what it has the potential to contribute or whether it should be
considered distinctly different. And such arguments against animation in comics cannot be
based off of a test with the limited sample size such as this paper alone, both in consideration of
animations and participant reaction. What this paper does shows is that readers of comics are
willing to try it out, excited for the potential of animations, and that there are ways in which it
can be done that will defy expectation.
39
“Old media are not being displaced. Rather, their function and status are shifted by the introduction of new technologies.” (Henry Jenkins, 2008)
6.2.2 Animation
As for the animations the study can conclude that the process requires the author or illustrator
to look toward their inclusion down at the very core of the comic. Adding animation is no simple
task if they are supposed to have more purpose. An animation has to be planned before creation
so that it considers the matter of flow, attention, and clarity of the page. The point is that the
author needs to be aware of their intent with the animation, if an author considers these aspects
then reader reactions will be easier to predict.
What animations can be used for within comics, and where there are acceptable uses, needs
more investigation. Grossman et al., (2016) had some suggestions for animation use in scientific
articles that seemed to correlate toward comic standards. Grossman et al. suggested the uses of
animation to be for clarity and effectiveness. That an animation could take what would be a
longer sequence of images and make it shorter. Which seems to work perfectly with what
McCloud (2006) had to say on clarity in comics. The point of clarity is to make the message of
the comic as unmistakable as possible. So for clarity and effectiveness a longer sequence of
motion could be turned into a single animated gif. We could instead of watching a sequence of
images depicting a man walking through night and day, have an animated loop depicting a man
walking as the sun and moon rise and fall. The message would be the same as audience watch
the day and night cycle pass, though all together it would be more effective on the page. To the
author the difference is a matter of space which is always something to be considered.
However the same animation might drastically change the expression of the page for each
individual reader. It comes down to a matter of attention. As the expression changes the
illustrator would have to consider not just how the animation is affecting their end of the comic,
but also how the audience might react to the animation. As pointed out in earlier chapters,
attention is a competition of the brain that is constantly being judged (Smith & Kosslyn, 2009).
As such the illustrator must now take intended vs. unintended distraction into consideration.
How will this animation effect the expression of the comic, based on how long a reader pays
attention?
And then attention becomes an argument of flow (McCloud, 2006). In the hypothetical example
of a man walking through a day and night cycle, the expression of the frame changes with how
long a reader stays to watch it. The man could be walking for a single day or night, if the reader
is quick. Or the man could walk for a hundred days, if they stay to watch it for a long time.
It becomes another aspect for the author to try and predict. On this at least McCloud and Smith
& Kosslyn agree, there is no one certain way to control a reader to behave as desired. The author
of a comic cannot themselves control how much or little time a reader will spend on the
animation. However, with practice, it might become easier to predict and steer.
40
The need for words
If animation were to enter the medium of webcomics then there is need for a new set of terms.
This is an observation stemming from trying to work with it, trying to quantify and measure
animation in a way which could separate them from each other. In the toolkit of animators there
are such works as that of Rudolf Laban (1994) or Disney animators Thomas and Johnston
(1995), where animation is discussed down to the essentials. They give animators everywhere
terms for how to describe an animation in motion. Where Johnston and Thomas discuss the
technical details of how to create good animations that feel real, Laban’s work is on the essential
attributes of motion. However neither of these theories work when put in the context of comics.
It is difficult to discuss with peers what the particulars of the animations are in works like
comics. Terms like anticipation and weight become increasingly weak when the animations
work under strict confines of time and how repeatable they are. It comes down to the
rudimentary differences of two media. Animation language is adapted and centered around
moving picture. Comics are centered around sequential art and the more an animator thinks
about the differences the more evident the standpoints of McCloud (2000), Batinic (2015), and
others who voice in opposition become. Once again the animator might be haunted by the
thought that animation has no purpose in comics, because it defies the core of what comics are.
To break apart animation so that it might fit within the strict limitations of comics begin to
break apart what makes animation unique.
The language of an animator is not yet adapted toward comics. There is a severe need for it if
this subject would be taken further. There is a need to be able to discuss variation in animations,
there needs to be terms and attributes that can be consistently quantified and discussed. This
paper has made an attempt at creating some easily understood terms that will hopefully bring
some level of clarity. In this attempt the work of Grossman et al., (2016) contributed their mode
of classification, and a system could develop around it. But I will admit that it is lacking and that
it has flaws.
6.3 Future work Demographic
I argued previously that data points such as age and gender were irrelevant to answer the
research question, and I still hold that they are for this narrow scale of work. However, for future
studies age, or internet usage, could be more interesting. Comics are not exclusively read by any
certain age bracket and the tested age group in my work may not have the same reaction as
others.
Internet usage is a useful measurement as with Smith & Kosslyn (2009) theory that the
competition of attention is a matter of practice. It would be an interesting aspect to see what
difference in tolerance levels there might be among different age brackets and usage frequencies.
If the matter of daily exposure even plays a part in how distracting an animation would become,
41
then would users who frequent the internet be more adept at reading animated comics with
ease? Is it obvious to suggest that given the nature of the internet, with pop-up, motion or even
sound ads, that people who frequent the internet often would be better at reading a comic with
animation? What if they, because of their daily usage, have developed heuristics in which they
cannot fully appreciate the .gifs because they breeze past them as something distracting and
annoying. Perhaps those who do not frequent the internet would in fact be better at controlling
their attention and be more decisive in where to look, so that they can ingest the information
one at the time.
Similarly you can argue that perhaps it is a matter of practice, or willingness to experiment. And
perhaps in combination to internet usage, the age brackets could play a part in how readers take
in the new format.
What’s the next step: Animation
There are several ways in which this paper could be expanded upon in terms of animation. These
animations are black and white with some level of shading, or specifically working with light as
the source of the animation. Suggested continuations of these animations are to add colour, to
exaggerate and define the borders of when animations begin to really impact readability of a
page, as well as looking at the longevity of animated comics.
First of all would be the complete lack of colour. Initially the study included one animation with
colour out of oversight. The colour was included not because of any theory other than that it
would be more noticeable. Toward the final testing the colour had been removed. Colour was
never something discussed in the sources, colour became an uncontrollable variable. Shading
had been considered, light sources had been considered, but not colour. What will colour do for
the contest of attention (Smith & Kosslyn, 2009), how will it affect the flow of the page, or
indeed the intensity of the page (McCloud, 2006)? In an comic like the one presented in this
paper, where colours are very limited, a animation using colour as a way of drawing attention
could with some certainty become striking if used correctly. There are colour theories and there
are examples of similar content that authors could draw upon for inspiration. A great example of
how effective colour could be in a colourless narrative, is the movie Schindler’s List (1993),
where in the only colour, red, is sparingly used for important narrative moments. The colour is
also constrained to one object on the screen, and such a stark difference could create an
interesting dynamic if used in a comic with animations. Just as well as an animation shifting in
colour could be effective at describing the change of a mood or the change of pace in the comic.
“The competition that takes place between possible inputs occurs in multiple different brain regions. For example, competition in earlier areas of the visual system will tend to be influenced by exogenous factors such as color and motion.” (Smith & Kosslyn, 2009)
Secondly I suggested a future work could push the animations in the test. I was rather
conservative in my approach to the intensity of the animations. I felt it more important to find a
way to talk about and quantify properties within the animations that could be considered
42
distracting, and create a framework of measurement. It is far too easy creating something
disruptive on purpose; flashing lights and neon colours with high density of pixelation comes to
mind. Without proper tools to talk and measure with it means nothing. So future works could
definitely benefit from a further study of where the boundaries are. When will an animation
truly start to agitate the reader too much. When will animation become more of a trouble than
help? A study which takes this approach should also consider more ethical viewpoints of where
boundaries should be met. Epileptic warnings come to mind, the purpose of the animations
should always strive to be enhancement of the medium. Not to cause harm.
Lastly I can definitely see the use of further investigation into the so called wow-factor. With
that I mean what the potential reader stamina or interest might actually be for animated comics.
What is the reader reaction under an extended exposure to an animated comic. Will there be a
fatigue toward the concept, is it just because the animation is new and exciting or is there
something to the expression that could contribute longterm to the medium as a whole. A future
study like this could look into different approaches to reader stamina. Such as frequency of
animated elements, how often is an animation acceptable? Is one standard animation per page
acceptable, too conservative or too liberal? What if the whole page is animated, contra one
animation per three or more pages, there is a whole range of options toward testing the limits of
reader interest and stamina.
43
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45
Appendix AThe Survey
I
II
III
Appendix BThe Answers
IV
V
VI
VII
VIII
Appendix CThe Comic : Also found at [https://goo.gl/forms/AUv046Mxont6WMjR2]
1
IX
2
X
3
XI
4
XII
5
XIII
6
XIV
7
XV